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    posted a message on Natural Mobs
    Quote from eiche_brutal»

    I like the idea of skeletons throwing bones unless they spawn with a bow.

    That would be funny. Reminds me of the Trumpet-Skeleton mod somehow.


    I'd also want some Skeletons to carry a shield, I mean really, not every server is going to have PVP enabled, or even if they do they may not be actively griefing each other, in which case shields have very limited and circumstantial use.


    This would give axes somewhat a better use in combat since you could use the axe to do more damage than with a sword, which makes sense.

    I'd want Skeletons to do a lot more than just throw bones whenever they don't have a bow or sword. If they carried shields then fighting them would be more fun and engaging.

    Posted in: Suggestions
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    posted a message on Survival/Creative realm

    Well, since you've allowed other people to use creative mode, which presumably involves commands, I suppose cheats isn't against your rules.


    But if you're good at the game you don't need creative mode really,

    as long as you remember to use sufficient lighting or half slabs you can spawn proof any area in the Overworld,

    or just use a mushroom field biome, your choice.


    and most resources in the game are renewable.

    I'd suggest setting up an ultra large multi farm at original spawn, that way resources aren't a problem for anyone who wants to join

    but remain in survival mode. If they're worried about tools breaking, use mending, problem solved.

    with work it is possible to have a decent villager trade marketplace set up, with all the valuable trades you could possibly want,

    including armour and tools.

    Posted in: Minecraft Realms
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    posted a message on Netherite Horse armor

    I like this suggestion, but this isn't enough in my opinion, it partially addresses the long standing issue with Nether Fortresses if this is intended to be ultra rare loot found in them. A horse armour that is immune to lava but otherwise provides the same benefits as diamond armour.


    We could do with larger Nether Fortress generation, with the additional chambers having new hostile mobs in them, like Demonic Knights, or goblins in full body armour and with enchanted swords, if they won't add goblins in the underground sections of the Overworld, the Nether would be the next best thing here. Obviously what we're going for here is adding in challenging mini bosses, that can do a lot of damage to you and even kill you in two or three hits (5 to 6 hits if you're wearing armour, but being ganged up on is still a problem) if you're not careful, but with this it would feel like the Netherite Horse armour and any other new rare item was truly earned once found.



    Netherite Horse armour found at a low probability inside chests inside these new Nether Fortress chambers would be wonderful in my opinion,

    also it would be even sweeter if these generated in the core of the structure, or attempted to, forcing players to take a risk by going through the maze if you will if they want the new loot item.

    Posted in: Suggestions
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    posted a message on Microsoft's recent move with the account migration PROVES they want to merge Bedrock & Java

    Wrong, if they don't get it when you make your account, they force you into it later on by locking your account for "suspicious activity" with the only option to unlock it being giving them your phone number, it happened to me and it's impossible for anything I made on that account to be suspicious, the email is from a popular provider and wasn't used for anything but that Microsoft account, the password was over 20 characters, and the only thing I did on the account was migrate and login to the launcher, this shouldn't be suspicious.


    It's a ridiculous requirement because if you're signing into the account from the same IP address at the time when the account was created, Microsoft don't have a good excuse to say it was suspicious. They even record a history of logins from where and when you signed into your Microsoft account.


    Stuff like phone numbers and two step verification should be optional, they do increase the security of your account though, because it makes it harder for other people to gain access to your account.


    The only circumstances to my knowledge where your IP would change is if your IP isn't static, if you masked it with a VPN, or if you had moved home.

    But again Microsoft know this, they shouldn't say your sign in was suspicious unless they have good evidence to do so.

    Posted in: Discussion
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    posted a message on The Charcoal Update
    Quote from waxenorchid811»

    Automated farms let late game players concentrate on their own goals instead of grinding for every new idea for a building or a challenge that comes into their head.


    I'm not suggesting reduce the drop rate of said goodies, however don't you think it is too OP to be able to get certain items for free? for just standing around all day doing nothing or existing within a vicinity of an auto grinder machine? if it required player input, say you fishing for your enchantments, it would improve the game drastically, same thing with copper drops from Drowned Zombies, you want them? fight them.


    Similarly, I and another person who posted in this thread believe it would be too overpowered to let charcoal just automatically drop from a tree that got struck by lightning, simply because of a weather event.



    I don't like games becoming too grindy, though, so there should be limits to said nerfs.

    Otherwise it's forcing players to go through more unrewarding tasks, therefore ruining the game.

    Posted in: Suggestions
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    posted a message on Natural Mobs

    I'd rather have more cave systems to explore and more hostile mobs to encounter within those caves to fight,

    instead of simply making the game more grindy, which is an unimaginative and unoriginal way to add challenge to a game in most situations.


    I do agree we should have more types of trees in the Overworld too, I've said before I would like cherry blossom and willow to be added to make forests much more vibrant and fun to explore.



    In a Wildlife update, after 1.19, I hope Mojang considers this, adding more plant life and animals into the game besides just frogs, fireflies and mangrove trees. There are quite literally hundreds of different mobs and plants they could add to the game that would make the Overworld much less boring.


    I wouldn't mind more neutral mobs being added either, such as hippopotamus, swans, penguins, seagulls etc.

    As well as hostile mobs like sharks, that rarely but do attack players in the ocean biomes, having the probability of said attack being increased if players are low on health or if they are carrying raw meat or rotten flesh. Stuff like this would improve the game a lot, as opposed to simply reducing the rate of what goodies mobs drop after killing them, which often makes the game tedious and not fun to play.

    Posted in: Suggestions
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    posted a message on The Charcoal Update

    I don't know what the solution is, it is a fair point for people to say once they have a maximum fortune enchanted pickaxe then coal is no longer an issue for them to get in vast amounts, so they wouldn't have much use for charcoal by that point.


    Coal is only renewable if you get it off Wither skeletons however, but they have such a pathetic spawn rate in Nether fortresses that it's hardly worth it, and increasing their spawn rate would ramp up the difficulty to absurd levels as the player would be getting killed by them often, because of the amount of damage they do.


    Charcoal is a great early game item though because it means players don't need to be in a hurry to get enchantments for their pickaxe.

    It being so easy to get and being renewable is justifiable enough to keep it in the game. Charcoal is a basic resource that any player should have access too once they have crafted a furnace, I don't believe charcoal should drop by trees getting struck by lightning though, there is too much AFK resource stuff going on in the game already.


    After some thought I've come to the conclusion that the only automated farms that should exist in the game, if they are to exist at all,

    is stuff to do with plant based food items, it would give redstone an important use for sure. But charcoal? no, I wholeheartedly disagree with this one.

    Posted in: Suggestions
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    posted a message on Where and why do you usually build your primary base?
    Quote from leangreen76»

    yeah, I too would only start next to a desert or within a stone's through of one. Like you say very useful for unlimited glass and conrete etc. I would never start a base in the desert either. Too barren for me.


    Yup, sugar cane can be farmed and planted in deserts with water buckets on hand, but sugar itself doesn't serve as a food source in the game, so players who start out in the middle of village-less deserts are out of luck here. Attempting to kill Husks with melee is likely to get you killed, even if it didn't, rotten flesh is a terrible food item, if it can even be called that, it's not supposed to be edible for humans.


    It is also overpowered considering rotten flesh can be used to regenerate your health in the game.

    Honestly rotten flesh and raw meats etc, should be nerfed so that neither are safe to eat, are likely to poison you,

    and raw meat should need cooking in the game imo.


    Glad we agree though, deserts with no other biome in sight are just bad,

    Jungles are also hated for some reason, but at least with jungles you've got easy access to wood and food,

    seeing as melons spawn there. I wouldn't go as far to say I hate jungles, just got to be careful when you're walking through them

    and don't come out at night time. Players are not supposed to be walking around at night with no armour on.

    Posted in: Discussion
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    posted a message on Climate update and new environmental hazards
    Quote from eiche_brutal»

    A physician would probably want to kill me for this, but time isn't that big of a deal imo.

    The clock & compass spin like crazy but the day counter continues. (would be problematic in multiplayer anyway)

    There is just no sun & moon in the other dimensions.


    It's not like you enter the nether unprepared. Barely anyone enters it without food.

    If the nether would effect dehydration, the cauldron would actually become a useful block.

    If you carry some waterbuckets +3 bottles with you, you can explore a lot. If time runs out, just build another portal and stock up water.

    For the endgame travel, shulkerboxes could be another option. This would however limit transportation of other goods,

    which would be the biggest problem for most ppl.

    Altough dying and re-equiping to retrieve your lost stuff would become a massive pain too.


    But i agree with you, the nether is a bs dimension. That could be an excuse for not making it effect dehydration.


    But when you add cauldrons to the list that is extra stuff to carry into the Nether, which means more inventory space required, presumably while stackable they'd also not have water already in them and would need to be filled, at each outpost inside the Nether.


    Eventually, when you keep adding in extra stuff that players need to carry with them into other dimensions it negates the benefits of Shulker boxes. Shulker boxes only have 27 slots each, same thing with Ender Chest, which can have its effective total capacity expanded 27 times by Shulker boxes.


    Not allowing the Nether speed up dehydration would help alleviate this problem, I don't like features becoming useless, nobody does.

    This is why I am sceptical of some suggestions that nerf existing features in the game.

    Posted in: Suggestions
  • 1

    posted a message on Where and why do you usually build your primary base?
    Quote from leangreen76»

    I have a bad habit of bilding homes in mountains, not hanging of the front of them actual in mountains. (And not just very small hobbit holes, also very common). Need more room just re-purpose a cave or dig yourself a new room! (My science lab in my 11 year old world was a cave that went back round on itself, the same world the dinning room was entirely dug out.)


    That said I started a new 1.17+ world a good while ago and have opted for an encampment (Via a log perimeter) on the overground, with a temporary home in a cave nook just below the surface. Until Java Beta 1.8 I always travelled round first, inspired by terrain as where to settle but not not so much after due to lack-luster terrain generation that is thankfully finally being fixed.


    I wouldn't put my first base in deserts though, deserts are good to have as a neighboring biome next to a forest, so you're provided with a good supply of glass and concrete assuming you also mined gravel, but to start out in a desert, far away from any other biome, sucks in my opinion and is most definitely not an ideal place to build your first base in, unless you find a village.


    Most players who started out in a desert biome either migrated away from them or used villages as a temporary accommodation until they were ready to set up permanent base.

    Posted in: Discussion
  • 1

    posted a message on Climate update and new environmental hazards
    Quote from eiche_brutal»

    There are 2 problems left imo.


    First the Nether. You explained well why the Nether shouldn't effect players, to not make the feature annoying.

    My problem here is that a feature like this (or minecraft as a whole) should be logical in itself.

    When the nether can't have a heating problem while overworld biomes can, people would call that bs.

    Let's say the blue fungi biome is neutral. That would change things a bit. Nether is supposed to be hell anyway.

    ;)


    And for those who don't want that feature: gamerule

    I don't know what i would do without the option to deactivate insomnia.

    And phantoms are a small problem compared to your feature. It realy fit's just those who want a better survival challange.

    Which is why i support.


    The Nether is also a mystical realm, where normal rules may not apply, the entire concept of the Nether itself can be considered BS since there is no such thing as the underworld, but we just roll with it because it's Minecraft. :)


    It is also implied that the passage of time is different inside the Nether compared to the Overworld, seeing as every 1 block you step is an equivalent of 8 blocks in the Overworld, meaning time is slower in the Nether, that is weird considering gravity inside the Nether is the same, so where is the time dilation effect coming from?


    For the sake of better gameplay and the fact water doesn't exist in the Nether outside of Piglin bartering, I don't believe it would be a good idea to make dehydration happen faster in the Nether just because there is a lot of heat around. The fact water is much more scarce there, in every biome, is challenging enough imo.

    Posted in: Suggestions
  • 0

    posted a message on Challenging "Nightmare Survival" Realm. Much harder Survival!
    Quote from R1ch4rd_N1x0n»

    That is the point.

    P.S. You can purposefully ignite Creepers near things like trees in order to get wood. This is what the majority of players do in this realm.


    I suggest adding in a thirst mechanic, also I forgot to add at the time of the original post but I made some clarification in the thread of my suggestion that I think it would be a good idea if dehydration could kill players directly if they don't drink water in time in hardcore mode. Also in cold biomes, cold water should cause a hypothermia status effect which can also kill players, introducing new environmental hazards to survival and make it more of a challenge.


    This is a much better solution to improving the game instead of simply making the game more grindy,

    which most people hate. More variety is key here, not drastically slowing down progress for the sake of it.


    https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3123999-climate-update-and-new-environmental-hazards#c3

    Posted in: Minecraft Realms
  • 1

    posted a message on Climate update and new environmental hazards
    Quote from eiche_brutal»

    Let's talk about the hydration thingy first. If it reaches zero, you only get mining fatigue?

    In that case "thurst" could be a debuff inflicted by husks instead of hunger. That would be a perfect fit.


    But thirst should only decrease when a player runs or jumps, like hunger. Just slower.

    Imagine you dig yourself in and afk to survive a night and then try to painfully mine yourself out with mining fatigue.

    It would be even worse in multiplayer, if you trap someone with obsidian and they don't have something to drink.


    Now about the climate. It wouldn't make much sence for the desert to be hot during night.

    That biome should have both extremes.


    Great thread indeed. I support most of it.


    if thirst killed players directly then it wouldn't be a well received decision, so instead having it cause a status effect which may lead to dying indirectly is the best course of action. The simple fact is a lot of people in the Minecraft community are not going to accept the challenge a true thirst mechanic would bring, even though there are other survival games that do have it. Perhaps thirst could be made to kill players in hardcore mode, but doing it on lower difficulties is likely going to cause backlash, so a compromise must be made here, and I've already thought of one, while giving water bottles another use besides just making potions and emptying to stack the bottles.


    By the way, potions could be made to rehydrate players too, I forgot to add that detail in, but I do agree with this idea just in case

    anyone is wondering.


    Cold water close to or underneath Ice Spikes biomes can be made to kill players directly though if they are not wearing Frost Walker enchantment or don't have a conduit nearby, if players remain in it for too long via a new hypothermia status effect. You already have drowning, so why not this? a new potion could be introduced to make players temporarily immune to hypothermia status effect, frost resistance to be exact. Another way to survive in cold water can be to use magma blocks, and if players are within a given radius of them the water is warm enough to not cause hypothermia.

    Posted in: Suggestions
  • 0

    posted a message on Minecraft Pump
    Quote from Cryptic7»

    Not possible with the current fluid physics in the game. Main fluid sources (not the flowing part) are infinite and there would have to be a major revamp of the whole game to actually make the pump work.


    You can however move object from lower to higher ground.


    The current water physics need to be changed, having lake water be replenished by the natural water cycle makes the most sense, not having an infinitely farmable water source that doesn't rely on rainfall or weather conditions.


    If water physics were changed so that plumbing could be introduced and actively encouraged in the game, it would make the survival experience that much more enjoyable, as would adding a thirst mechanic so dehydration had some kind of a consequence for the player, like causing mining fatigue if the player is dehydrated and until they refill their hydration meter, they're stuck with that effect.



    Pumps to refill or drain as well as pipes to transport water made with copper would improve a lot with this game,

    and it would give players many more uses for copper.

    Posted in: Suggestions
  • 1

    posted a message on We need (The Survival Update)
    Quote from SolidSC»

    In theory, yes having such a respawn mechanic for the game would absolutely be overpowered with no added limitation if players were able to respawn at any bed location within the game where ever and when ever they want. That's why some limitation need to be placed on beds to balance its in game potential, more on this later.


    The major difference here is, I am just explaining what already exist with in the game, you know. The key thing I'm doing here is taking what is already established as a basic aspect in minecraft and further this specific feature that allows beds to be more suited for this aspect of respawning back in the overworld and giving the player the option to respawn back into either at bed location A, B or C.


    See the issues here is that Beds in its current state are tremendously overpowered as is in the game and I believe this is something most people in this community are very vocal about... But I get it there is always a group of people inside the community cough'Speedrunners'cough who want to keep things as is involving the bed and will always be resistant towards such ideas that transforms the bed and makes them completely rethink their speed running strategies. Last time I checked this is a survival update thread not how do I appease the speedrunner community thread. I'm here for the improvement of the Survival mode experience which is something I truly like about minecraft. In general I like games where your just being swarmed by hostiles mobs left and right and where else have you that you do need to build up and fortify your base to effectively combat along with working harder to survive with every oncoming wave of hostiles preventing destruction, but I digress too much back to the topic at hand.


    Now instead of just taking away the explosive properties that exist with beds. The deal here is I'm not just wanting to take away these features from the bed and leave it as is, I'm in the business in wanting to repurpose these beds in a way that makes survival mode be that much more exploration friendly for us in exchange. That is the Key focus here.


    For what I've been suggesting for beds is not only from a pure absolute gain for the player, I am also suggesting draws backs to be implemented as well in exchange for this respawn versatility in that beds should only be obtainable by crafting them, yes beds will still naturally spawn in the overworld, however in the event when a bed is destroyed no longer will beds drop thus forcing the player having to replace it through crafting another one and also people cant steal the bed/beds that is front of them just to acquire one or several for themselves, but most importantly in the early game this gives the player the option when arriving at a village to inhabit these villages and use these places as potential destination to further their Minecraft quest. Also another limitation I've been vocal about is to limit the potential bed respawn locations down to two or three locations instead of leaving us with just one option. The introduction of additional respawn points is not as game breaking as you think it will be, after all, there will always be a time where you will want to go back where you left off at just to get back all the items you just dropped that is why I was thinking beds should only be obtainable by crafting them because it would prevent the overpowered ability that we currently have with beds where by you can drop a bed and then pick it back up to reuse it and reestablish a respawn point near by where ever you go which is something I see people have a problem with and being very vocal about here in this thread.


    Sure people like with most new things that get added to minecraft will try and come up with ways to abuse these items to gain an advantage over the rest it just goes with the game, its expected. That is what truly makes this game exciting to play with the creation of new strategies that become the new meta and is what breaths new life into the game making it feel fresh. It always amazes me that this game as old as it is people are sill figuring out things in this game that introduces new methods in the way we go about playing it.


    With what you've suggested which is pretty darn good, it would also prevent players from moving a bed that was placed down by a friend, yes they could still use it but only in that one particular spot which may not be a safe area and could very well be in the middle of a forest where Creepers could be hiding.


    Beds should require crafting if players want one in their own base, and players should not be able to steal or even borrow another player bed while moving it somewhere else, beds should either be used where they were originally placed or they craft a new one, upon destruction no drop, this would balance beds so that they can't be abused by theft. Your suggestion would also discourage using beds everywhere they go, because it would continue to cost them additional resources whenever they wished to place a new one, although I still think it would help if hostile mobs could wake players up if they used a bed in a non secure area that wasn't lit up properly or isn't secured with bottom half slabs, this would ensure players are not just placing beds everywhere and skipping the night without putting thought or strategy into their base building.

    Posted in: Suggestions
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